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Posts
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I have a suggestion, but it's based more on your concept than on actual experience with the secondary.
How about electric armor? The metal skin of your character could be unique, with properties that allow it to generate electricity in Earth's magnetic field. (I believe that passing metal through magnetic fields is how actual electric generators work.)
As I said, I have no experience with the set, but it could work conceptually. And when you're designing the costume, you could opt for the shiny, metallic look.
I've actually been considering this approach for a claws/electric armor scrapper that I'm planning to roll up. -
I solo a lot and my choices reflect that...
Trip Mine: I love it when fearsome melee types charge my blaster, only to go flying once they hit the minefield.
Burn: Whenever my Spines/FA scrapper is surrounded and activates this, the baddies' reaction always reminds me of "Monty Python and the Holy Grail." (i.e. RUN AWAY! RUN AWAY!) -
Quote:The fact that (a) this is realistic way to test character viability and (b) all of your characters passed the test tells me that I'm going to like this archetype.With every brute I start, the first thing I do after stepping off the platform in Mercy is find an Orange-conning Skull Lt, and beat him silly. If I can't beat it without insps or vet attacks, I delete the brute and roll something else.
I haven't deleted any brutes for this reason yet. -
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Thanks for the replies and welcome. I'll tell you, I thought there must be some kind of mistake with how easily I took out that Family Boss, that no class could be so powerful. I think I'm going to enjoy the world of Brute-ality. HULK SMASH!
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That's why I chose it. I must have created & deleted 3 Broadsword scrappers because I was frustrated by lack of endurance. Couldn't really get into it until I took /Regen as a secondary for Quick Recovery. Figured it would be the same way with a FM brute.
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I'm curious about Reefwarden's archetype and powersets. I've contemplated an aquatic character but had trouble deciding what to make him. The only powers that seem "watery" are the various ice powersets, which are not necessarily aquatic. I concluded that the only solution was to incorporate the aquatic aspect into his costume and back story and choose powers that appear consistent with life under water. (i.e. super strength from dealing with the crushing ocean pressure)
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Hello all.
After playing heroes for a year, I finally decided to take a walk on the wild (i.e. red) side. My first serious villain is a FM/WP brute who is now at level 10.
Anyway, I was in Port Oakes last night and attacked a blue Family minion without realizing that his white-con Boss was nearby. The Boss enters the fight while I'm pounding the minion and I was able to polish off the Boss with ridiculous ease; far more easily than I could have with one of my scrappers or blasters.
Is this normal? Are all Brutes this powerful? Or is FM/WP considered an especially powerful combination? Conversely, is it possible that Family Bosses are a bit weak?
Even though my Brute doesn't have Super Strength, the feeling I get while playing him is, "Puny humans! The madder Hulk gets, the stronger Hulk gets! Hulk smash!" It's a dramatic change from what I'm used to.
Which brings me back to my earlier question: Is this normal for Brutes? -
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I was wondering how & when people become personally invested in their toons.
For example, I was recently playing my new FM/WP brute, which was my first serious attempt at villainy, when I had the following experience. I was underground and beating up Snakes with surprising ease. In the middle of this I realized, "Man, the meanest, baddest monster in this Snakehole is ME." I now love my violent little, I mean big, psychopath.
Anybody else have similar "A-HA!" moments where it all comes together for you? Or is it a process of gradually becoming more familiar and comfortable with your character? -
I guess I'm a bit spoiled since this game is the first MMO I ever tried. I was home from work sick and looking for something to occupy my time. Man, did I find it.
Tried one other MMO and it lost me at the tutorial, which wasn't at all user-friendly.
As I told my friends and family, it's the next best thing to having actual super powers. And since I don't expect to be bitten by a radioactive spider or given a dying alien's power ring, I stay.
I have a passing curiosity about other games, but so far have not even been tempted to try them. After 13 months, I'm still quite happy with this one. -
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My most fun:
Caltrops - always enjoy watching baddies run into this and then trying to get out
Trip Mine - watching orange lieutenants who can kill me go flying never gets old;
Touch of Fear/Cloak of Fear - Ain't so tough now, are ya, Mister Freakshow Tank?
Teleport Foe - Your friends can't help you, punk. It's just you and me.
Ripper - great damage in a cone, with major style points for the backflip -
I was just wondering how many of you create toons who have some connection to each other.
For example, I have an archery/devices blaster and an archery/traps corruptor who I think of as brothers who chose different paths. I also have an ice blaster and an ice tanker (both mutants) with similar faces and costumes who I consider related. (i.e. the ice mutation runs in their family)
I'm not saying that I do this for all my characters, but I've noticed that 6 of my 15 are connected in some way. Anybody else do this? -
Quote:I found your summary very useful since there are still many sets I haven't played, but I just wanted to give another perspective on Devices.Devices: This set is a real oddball. In the interests of full disclosure, I really don't like it much at all. You get a bunch of assorted buffs and oddball powers, but little in the way of direct attacks. If you're patient you can kill almost anything by spending 2-3 minutes piling up Trip Mines and then leading the enemy to them, but I'm not that patient. If you like the idea of using stealth, planting bombs, and never missing (you get a nice to hit buff power) at the cost of spending significantly more time per mission then by all means go for it.
In my opinion, Devices is the solo Blaster's best friend, turning you into a one-man (or one-woman) team. My reasons are:
Web Grenade - Even though this doesn't do any damage, the -recharge is good mitigation;
Caltrops - Great for keeping hostile mobs at a distance; This power keeps you alive.
Targeting Drone - I consider this toggle a fair trade-off to keep from wasting the endurance you'd otherwise lose by missing. And I hate missing.
Cloaking Device - As good as Stealth, but without the movement penalty; Allows you to set up and get off the first shot against enemies;
Trip Mine - Awesome damage; If you slot for recharge, then you can easily drop down 4 in a minute and draw enemies into the minefield with any of your primary attacks. It's like carrying around a bunch of Scrappers with you when the bad guys get into the kill zone.
Gun Turret - Haven't played this yet since my Energy/Devices blaster is only at level 37, but I'm looking forward to getting it. Based on the description, it seems like having another Blaster with you who can also Tank.
As the OP can see, views on the powersets are highly subjective and will be greatly influenced by your personality and style of play. In my case, I enjoy having a variety of tools at my disposal and the challenge of using them effectively. StrykerX, on the other hand, prefers a faster style of play. Both views are equally valid, as is whatever style of play you ultimately choose or develop.
Based on StrykerX's excellent summary above, you may already be getting ideas for the type of blaster you'd like to play. Roll one up and take it out for a test drive. Experimenting is half the fun. (smackin' down bad guys is the other)
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If it's Wednesday's line about Girl Scout cookies in "The Addams Family," then I did. I just couldn't remember the next line and didn't feel like googling it. I can't spend all my time online.
(although it sure seems like I do)
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Welcome to the game.
I'll echo what others have said and add a few additional points...
Look at the side effects of the various power sets, experiment and decide if that set would be consistent with how you'd like to play. For example, ice blast can slow down your opponent's movement and recharge rate, which reduces their offensive output and makes it easier for you to run away if necessary. Conversely, energy blast knocks back your enemies, which helps keep baddies out of melee range, but this must be used carefully when you're coordinating with a team. Some power sets have multiple effects (i.e most sonic attacks reduce enemy damage resistance but the set also has a sleep power) Look at information about the sets and try out what interests you. There's no substitute for experience.
Along the same lines, think about the synergies between power sets. How well do they work together? Do they reinforce each other or does one power set fill a hole in the other? For example, fire blast is a high-damage power set that provides little else in the way of mitigation. Therefore, you might want to choose a secondary that provides additional capabilities. (i.e. ice for slowing opponents, devices for various controls, buffs and debuffs, etc.)
Read the various guides and forum posts to find out more about the power sets you're considering. Just remember that everybody's goals and play style are different. Some people team while others solo. Views on power sets (and powers w/i the set) are also completely subjective, so consider other opinions but make up your own mind.
I know this seems like a lot of work, but it's not. By playing and experimenting, you'll find the power set combo (or combos) that really meshes with your play style and personality. You'll also gain experience with the game mechanics and learn more about the strengths & weaknesses of the various villains you'll face. When it all comes together, you've got yourself a kick*** blaster.
Good luck.